75 research outputs found
Sensory incongruity and surprise in product design
People continuously experience the world and the objects in it through all their senses. Product designers can influence the way people experience products by paying attention to the multiple sensory aspects of product design. Designing sensory experiences can be aimed at communicating a consistent message to all sensory channels, making this message a stronger one. The opposite approach, designing a product in a way that incongruent information is provided to different senses, can be used as a means to create surprising products. Perceiving one sensory aspect of a product first can create an expectation on what will be perceived through other sense modalities. The information perceived at a later stage may disconfirm the expectation formed upon the initial perception, resulting in a surprise reaction. In this thesis, three types of sensory incongruities were studied: visual-tactual, visual-auditory and visual-olfactory. Our studies suggest that out of the three types of incongruities that were studied, visual-tactual incongruities in products are most effective in evoking surprise reactions. Furthermore, the surprise reaction seems to have a long-term effect on 3 other emotions: interest, fascination and confusion. From the experiments on visual-auditory and visual-olfactory incongruity we concluded that people seem less likely to experience surprise upon encountering one of these types of sensory incongruities. Nevertheless, the sound of a product can in some cases influence the overall perceived expression of that product. Designers should always carefully consider whether to design a sensory incongruity or a product that communicates a consistent message to all sensory channels.Industrial Design Engineerin
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Not AvailableThe information on frontline demonstrations on oilseeds over the years was provided. The impact of FLDs in increasing the net returns of the farmers was discussed. The methodology for assessing the impact of demonstrations was given.Not Availabl
Should Mary smell like biscuit? Investigation scents in product design
In attempt to influence how a product is experienced, designers can manipulate all aspects of a product, including odor. The effect odor has on a consumer’s experience of the product is still not yet understood. Two experiments were conducted in order to shed more light on the influence odor has on consumers. In Experiment 1, differences in people’s reactions to congruent and incongruent odors for products that normally have an odor (e.g., lemons) and for products that normally do not have an odor (e.g., kitchen paper holder) were investigated. All scented products were found to be surprising, and were evaluated moderately positively. In Experiment 2, the effects of the degree of inappropriateness of odors on the evaluations of products that normally do not have an odor were investigated. Although ratings for degree of fit obtained in a pre-study showed that our manipulations were successful, no significant effects were found for the degree of inappropriateness on overall product evaluations in the main study. This may stem from the fact that because scent is a relatively unimportant attribute for the products used in our experiment, its contribution to the overall evaluation is difficult to measure on rating scales. However, participants’ comments suggest that odors do play a role in their evaluations. Therefore, this investigation sets forth that product designers should not ignore the potential effects of odorsIndustrial Design Engineerin
Effects of visual-auditory incongruity on product expression and surprise
Product experience is influenced by information from all the senses. Our experiments provide insight into how sounds contribute to the overall experience of a product’s expression. We manipulated the sounds of dust busters and juicers so that they either did or did not fit the expressions of the products’ appearances. In some, but not all cases, we found an inverse relationship between the degree-of-fit of a sound and the degree of surprise evoked. Furthermore, we found in some cases that the expression of a product’s sound influenced the overall expression of that productIndustrial Design Engineerin
'Feeling good' unpacked: Developing design tools to facilitate a differentiated understanding of positive emotions
The range of positive emotions experienced in human-product interactions is diverse, and understanding the differences and similarities between these positive emotions can support emotion-driven design. Yet, there is little knowledge about what kind of tool would be effective to leverage the differentiated nature of positive emotions in a design process. The current study explores the possibilities to develop design tools that facilitate a nuanced understanding of positive emotions and the considerations for developing such tool. Four new tools were developed that were different regarding how they described distinctiveness of positive emotions, formats, and usages. This paper introduces the tools and reports a focus group study that investigated when and how the tools would be of use in design processes, and their strengths and weaknesses. Design Aesthetic
A framework of technology-supported emotion measurement
Emotion measurement is a vital aspect for new product development and product improvements (see e.g. P. Desmet & Schifferstein, 2012). Nowadays, new technological devices, data mining, and social media offer many opportunities to invigorate design research. This paper tries to combine both aspects by exploring the question, how new technologies can be utilized for emotion-focused design research. The range of applicable technologies spans from eye-tracking, to EEG measuring, to semiautomated facial expression recognition in photographs or texts based on data mining technologies or crowdsourcing, etc. Furthermore, many traditional technologies for emotion tracking are becoming smaller and mobile, which allows also in-field research (e.g. mobile EEG headsets). Triangulating different data sources might result in new insights and improve user research significantly. This paper provides an overview of related literature indicating the current state of emotion measurement in the design field, and presents a framework that outlines possible new approaches utilizing new technologies. Thus, this work might contribute as a source of inspiration for other researchers to develop new research approaches for technology-supported emotion measurement.Design AestheticsOLD Design Theory and Methodolog
Symbolic meaning attribution as a means to design for happiness
Material possessions with happiness-related symbolic meanings can provide a contribution to subjective well-being (happiness), because they remind owners of memories, achievements, or aspirations. Such possessions provide an anchor for personally meaningful narratives, help in the construction and communication of self-identity, represent personal values and achievements, etc. Capturing this richness in a design process is challenging, because meaning is person and context-dependent, and the effects on happiness are subjective. In order to provide inspiration for designers to create products predisposed to symbolic meaning attribution, six happiness-related symbolic meanings were identified. Based on those, 16 design directions were developed. To communicate the six symbolic meanings and the 16 design directions, a toolkit for designers was created, composed of a deck of cards and a website. This paper serves as an introduction to a workshop where the toolkit is applied, and it explains the process and the rationale behind the card set and website that make up the toolkit.Design AestheticsResponsible Marketing and Consumer Behavio
Farmers’ perceptions, knowledge and management of aflatoxins in groundnuts (Arachis hypogaea L.) in India
Still in its infancy: Design for co-wellbeing among different user groups
This paper introduces a design approach for co-wellbeing. We exemplify how design enables designers to facilitate a meaningful interaction between two diverse groups of people with different pleasures, needs, concerns, strengths and virtues. Given that people meet each other constantly in daily interactions, it is relevant to look at these social interactions from a Positive Design perspective, which has hardly been done before. In the presented approach, the perspectives of both parties are studied separately first, before aligning them to create one positive experience that is meaningful for both. The identification of ‘co-experience states’ is essential in this process, to give the designer insight into why certain complications and matches during mutual interactions occur, and how design can be used to achieve co-wellbeing among the two parties. This approach is demonstrated in a research and design case of parents and toddlers (1,5 up to 3 years old). It builds on existing knowledge in the field of Positive Design and design for co-experience, and intends to support and inspire designers in their aim to design for the subjective wellbeing of diverse user-groups in interaction. Design AestheticsApplied Ergonomics and Desig
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